/*
 * Copyright (C) 2016+     AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
 * Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 */

#ifndef ACORE_GRID_H
#define ACORE_GRID_H

/*
  @class Grid
  Grid is a logical segment of the game world represented inside TrinIty.
  Grid is bind at compile time to a particular type of object which
  we call it the object of interested.  There are many types of loader,
  specially, dynamic loader, static loader, or on-demand loader.  There's
  a subtle difference between dynamic loader and on-demand loader but
  this is implementation specific to the loader class.  From the
  Grid's perspective, the loader meets its API requirement is suffice.
*/

#include "Define.h"
#include "TypeContainer.h"
#include "TypeContainerVisitor.h"

// forward declaration
template<class A, class T, class O> class GridLoader;

template
<
    class ACTIVE_OBJECT,
    class WORLD_OBJECT_TYPES,
    class GRID_OBJECT_TYPES
    >
class Grid
{
    // allows the GridLoader to access its internals
    template<class A, class T, class O> friend class GridLoader;
public:

    /** destructor to clean up its resources. This includes unloading the
    grid if it has not been unload.
    */
    ~Grid() {}

    /** an object of interested enters the grid
     */
    template<class SPECIFIC_OBJECT> void AddWorldObject(SPECIFIC_OBJECT* obj)
    {
        i_objects.template insert<SPECIFIC_OBJECT>(obj);
        ASSERT(obj->IsInGrid());
    }

    /** an object of interested exits the grid
     */
    //Actually an unlink is enough, no need to go through the container
    //template<class SPECIFIC_OBJECT> void RemoveWorldObject(SPECIFIC_OBJECT *obj)
    //{
    //    ASSERT(obj->GetGridRef().isValid());
    //    i_objects.template remove<SPECIFIC_OBJECT>(obj);
    //    ASSERT(!obj->GetGridRef().isValid());
    //}

    /** Refreshes/update the grid. This required for remote grids.
     */
    //void RefreshGrid(void) { /* TBI */}

    /** Locks a grid.  Any object enters must wait until the grid is unlock.
     */
    //void LockGrid(void) { /* TBI */ }

    /** Unlocks the grid.
     */
    //void UnlockGrid(void) { /* TBI */ }

    // Visit grid objects
    template<class T>
    void Visit(TypeContainerVisitor<T, TypeMapContainer<GRID_OBJECT_TYPES> >& visitor)
    {
        visitor.Visit(i_container);
    }

    // Visit world objects
    template<class T>
    void Visit(TypeContainerVisitor<T, TypeMapContainer<WORLD_OBJECT_TYPES> >& visitor)
    {
        visitor.Visit(i_objects);
    }

    /** Inserts a container type object into the grid.
     */
    template<class SPECIFIC_OBJECT> void AddGridObject(SPECIFIC_OBJECT* obj)
    {
        i_container.template insert<SPECIFIC_OBJECT>(obj);
        ASSERT(obj->IsInGrid());
    }

    /** Removes a containter type object from the grid
     */
    //template<class SPECIFIC_OBJECT> void RemoveGridObject(SPECIFIC_OBJECT *obj)
    //{
    //    ASSERT(obj->GetGridRef().isValid());
    //    i_container.template remove<SPECIFIC_OBJECT>(obj);
    //    ASSERT(!obj->GetGridRef().isValid());
    //}

    /*bool NoWorldObjectInGrid() const
    {
        return i_objects.GetElements().isEmpty();
    }

    bool NoGridObjectInGrid() const
    {
        return i_container.GetElements().isEmpty();
    }*/
private:

    TypeMapContainer<GRID_OBJECT_TYPES> i_container;
    TypeMapContainer<WORLD_OBJECT_TYPES> i_objects;
    //typedef std::set<void*> ActiveGridObjects;
    //ActiveGridObjects m_activeGridObjects;
};
#endif

